You are on page 1of 11

1.

Application of Computer Graphics


Vishal Digitally signed by
Vishal Shah
DN: cn=Vishal Shah
Shah
Computer-Aided Design for engineering and architectural systems etc. Objects maybeDate: 2012.07.12
displayed
wireframe outline form. Multi-window environment is also favored for producing 20:28:06
in a
+05'30'
various zooming
scales and views. Animations are useful for testing performance.

Presentation Graphics To produce illustrations which summarize various kinds of data. Except 2D, 3D
graphics are good tools for reporting more complex data.

Computer Art Painting packages are available. With cordless, pressure-sensitive stylus, artists can produce
electronic paintings which simulate different brush strokes, brush widths, and colors. Photorealistic
techniques, morphing and animations are very useful in commercial art. For films, 24 frames per second
are required. For video monitor, 30 frames per second are required.

Entertainment Motion pictures, Music videos, and TV shows, Computer games

Education and Training Training with computer-generated models of specialized systems such as the
training of ship captains and aircraft pilots.

Visualization For analyzing scientific, engineering, medical and business data or behavior. Converting data
to visual form can help to understand mass volume of data very efficiently.

Image Processing Image processing is to apply techniques to modify or interpret existing pictures. It is
widely used in medical applications.

Graphical User Interface Multiple window, icons, menus allow a computer setup to be utilized more
efficiently.

2. Overview of Graphics Systems

2.1 Cathode-Ray Tubes (CRT) - still the most common video display device presently

Electrostatic deflection of the electron beam in a CRT

An electron gun emits a beam of electrons, which passes through focusing and deflection systems and hits on
the phosphor-coated screen. The number of points displayed on a CRT is referred to as the
resolution (eg. 1024x768). Different phosphors emit small light spots of different colors, which can
combine to form a range of colors. A common methodology for color CRT display is the Shadow-mask
method.

Shah Vishal
Illustration of a shadow-mask CRT

The light emitted by phosphor fades very rapidly, so it needs to redraw the picture repeatedly. There are 2
kinds of redrawing mechanisms: Raster-Scan and Random-Scan Raster-Scan

The electron beam is swept across the screen one row at a time from top to bottom. As it moves across each
row, the beam intensity is turned on and off to create a pattern of illuminated spots. This scanning process is
called refreshing. Each complete scanning of a screen is normally called a frame.

The refreshing rate, called the frame rate, is normally 60 to 80 frames per second, or described as 60 Hz to
80 Hz.

Picture definition is stored in a memory area called the frame buffer. This frame buffer stores the intensity
values for all the screen points. Each screen point is called a pixel (picture element).

On black and white systems, the frame buffer storing the values of the pixels is called a bitmap. Each entry
in the bitmap is a 1-bit data which determine the on (1) and off (0) of the intensity of the pixel.

On color systems, the frame buffer storing the values of the pixels is called a pixmap (Though nowadays
many graphics libraries name it as bitmap too). Each entry in the pixmap occupies a number of bits to
represent the color of the pixel. For a true color display, the number of bits for each entry is 24 (8 bits per
8
red/green/blue channel, each channel 2 =256 levels of intensity value, ie. 256 voltage settings for each of the
red/green/blue electron guns).
Random-Scan (Vector Display)
The CRT's electron beam is directed only to the parts of the screen where a picture is to be drawn. The
picture definition is stored as a set of line-drawing commands in a refresh display file or a refresh buffer in
memory.

Random-scan generally have higher resolution than raster systems and can produce smooth line drawings,
however it cannot display realistic shaded scenes.

2.2 Flat-Panel Displays - will be the most common video display device very soon.

Reduced thickness, volumn, weight, and power requirements compared to CRT.

Liquid-Crystal Displays (LCDs)

-Liquid crystal refers to compounds which are in crystalline arrangement, but


can flow like liquid. -The light source passes through a liquid-crystal material
that can be aligned to either block or transmit the light.
-2 glass plates, each containing a light polarizer at right angles to the other, sandwich a liquid crystal
material.
-Rows of horizontal transparent conductors are built into one glass page. Columns of vertical conductors are
put into the other plate. The intersection of 2 conductors defines a pixel position.
-Passive-matrix LCD -In the "on" state, polarized light passing through the material is twisted so that it
will pass through
the opposite polarizer. -Different materials can display different colors. -By placing thin-film transistors
at pixel locations, voltage at each pixel can be controlled. -
Active-matrix LCD.
2.3. Graphics Systems
Block diagram of a CRT graphics system

In this context we discuss the graphics systems of raster-scan devices. A graphics processor accepts graphics
commands from the CPU and executes the graphics commands which may involve drawing into the frame
buffer. The frame buffer acts as a temporary store of the image and also as a decoupler to allow the graphics
processor and the display controller to operate at different speeds. The display controller reads the frame
buffer line by line and generates the control signals for the screen.

Graphics commands: -Draw point -Draw polygon -Draw text -Clear frame buffer -Change drawing color

2 kinds of graphics processors:

2D graphics processors execute commands in 2D coordinates. When objects overlap, the one being drawn
will obscure objects drawn previously in the region. BitBlt operations (Bit Block Transfer) are usually
provided for moving/copying one rectangular region of frame buffer contents to another region.

3D graphics processors execute commands in 3D coordinates. When objects overlap, it is required to


determine the visibility of the objects according to the z values.

Display Controller for a raster display device reads the frame buffer and generates the control signals for
the screen, ie. the signals for horizontal scanning and vertical scanning. Most display controllers include a
colormap (or video look-up table). The major function of a colormap is to provide a mapping between the
input pixel value to the output color.

2.4. Input Devices

Common devices: keyboard, mouse, trackball and joystick Specialized devices: Data gloves are electronic
gloves for detecting fingers' movement. In some applications, a sensor is

also attached to the glove to detect the hand movement as a whole in 3D space.
A tablet contains a stylus and a drawing surface and it is mainly used for the input of drawings. A tablet is
usually more accurate than a mouse, and is commonly used for large drawings.
Scanners are used to convert drawings or pictures in hardcopy format into digital signal for computer
processing.
Touch panels allow displayed objects or screen positions to be selected with the touch of a finger. In these
devices a touch-sensing mechanism is fitted over the video monitor screen. Touch input can be recorded
using optical, electrical, or acoustical methods.

2.5 Hard-Copy Devices

Directing pictures to a printer or plotter to produce hard-copy output on 35-mm slides, overhead
transparencies, or plain paper. The quality of the pictures depend on dot size and number of dots per inch
(DPI).

Types of printers: line printers, laserjet, ink-jet, dot-matrix

Laserjet printers use a laser beam to create a charge distribution on a rotating drum coated with a
photoelectric material. Toner is applied to the drum and then transferred to the paper. To produce color
outputs, the 3 color pigments (cyan, magenta, and yellow) are deposited on separate passes.

Inkjet printers produce output by squirting ink in horizontal rows across a roll of paper wrapped on a drum.
To produce color outputs, the 3 color pigments are shot simultaneously on a single pass along each print line
on the paper.

Inkjet or pen plotters are used to generate drafting layouts and other drawings of normally larger sizes. A
pen plotter has one or more pens of different colors and widths mounted on a carriage which spans a sheet of
paper.

2.6 Coordinate Representations in Graphics

General graphics packages are designed to be used with Cartesian coordinate representations (x,y,z). Usually
several different Cartesian reference frames are used to construct and display a scene:

Modeling coordinates are used to construct individual object shapes.


World coordinates are computed for specifying the placement of individual objects in appropriate positions.
Normalized coordinates are converted from world coordinates, such that x,y values are ranged from

0 to 1. Device coordinates are the final locations on the output


devices.

3. Output Primitives

Shapes and colors of objects can be described internally with pixel arrays or sets of basic geometric structures
such as straight line segments and polygon color areas. The functions provided by graphics programming
packages to deal with these basic geometric structures are called output primitives.

For example:
Drawing a point: SetPixel(100,200,RGB(255,255,0));
Drawing a line: MoveTo(100,100); LineTo(100,200);
Drawing some text: SetText(100,200,"Hello");
Drawing an ellipse: Ellipse(100,100,200,200);
Painting a picture: BitBlt(100,100,50,50,srcImage,0,0,SRCCOPY);

3.1 Drawing a Thin Line in Raster Devices

This is to compute intermediate discrete coordinates along the line path between 2 specified endpoint
positions. The corresponding entry of these discrete coordinates in the frame buffer is then marked with the
line color wanted.
The basic concept is:
-A line can be specified in the form:

y = mx + c -Let m be between 0 to 1, then the slope of the line is between 0 and 45


degrees. -For the x-coordinate of the left end point of the line, compute the corresponding y value according

to the line equation. Thus we get the left end point as (x1,y1), where y1 may not be an integer. -Calculate
the distance of (x1,y1) from the center of the pixel immediately above it and call it D1 -Calculate the distance
of (x1,y1) from the center of the pixel immediately below it and call it D2 -If D1 is smaller than D2, it means
that the line is closer to the upper pixel than the lower pixel,
then, we set the upper pixel to on; otherwise we set the lower
pixel to on. -Then increatement x by 1 and repeat the same process
until x reaches the right end point of the line. -This method assumes
the width of the line to be zero

Bresenham's Line Algorithm

This algorithm is very efficient since it use only incremental integer calculations. Instead of
calculating the non-integral values of D1 and D2 for decision of pixel location, it computes a value, p,
which is defined as:

p = (D2-D1)* horizontal length of the line


if p>0, it means D1 is smaller than D2, and we can determine the pixel location accordingly

However, the computation of p is very easy:


The initial value of p is 2 * vertical height of the line - horizontal length of the line.
At succeeding x locations, if p has been smaller than 0, then, we increment p by 2 * vertical height of
the line, otherwise we increment p by 2 * (vertical height of the line - horizontal length of the line)

All the computations are on integers. The incremental method is applied to

void BresenhamLine(int x1, int y1, int x2, int y2)


{ int x, y, p, const1, const2; /*
initialize variables */
p=2*(y2-y1)-(x2-x1);
const1=2*(y2-y1);
const2=2*((y2-y1)-(x2-x1));
x=x1;
y=y1;
SetPixel(x,y);
while (x<xend)
{ x++;

if (p<0)
{ p=p+const1;
}
else
{ y++;

p=p+const2;
}
SetPixel(x,y);

} }

3.2 Drawing a Circle in Raster Devices

A circle can be specified in the


2 2
form: (x-xc) + (y-yc) =
2
r where (xc,yc) is the
center of the circle.

To save time in drawing a circle, we can make use of the symmetrical property of a circle which is to draw
the segment of the circle between 0 and 45 degrees and repeat the segment 8 times as shown in the diagram
to produce a circle. Ths algorithm also employs the incremental method which further improves the
efficiency.

void PlotCirclePoints(int centerx, int centery, int x, int y)


{ SetPixel(centerx+x,centery+y);
SetPixel(centerx-x,centery+y);
SetPixel(centerx+x,centery-y);
SetPixel(centerx-x,centery-y);
SetPixel(centerx+y,centery+x);
SetPixel(centerx-y,centery+x);
SetPixel(centerx+y,centery-x);
SetPixel(centerx-y,centery-x);
}

void BresenhamCircle(int centerx, int centery, int radius)


{ int x=0; int y=radius; int p=3-2*radius; while (x<y)
{ PlotCirclePoints(centerx,centery,x,y);
if (p<0)
{ p=p+4*x+6;
}
else
{ p=p+4*(x-y)+10;

y=y-1;
}
x=x+1;

} PlotCirclePoints(centerx,centery,x,y); }
3.3 Scan-Line Polygon Fill Algorithm

-Basic idea: For each scan line crossing a polygon, this algorithm locates the intersection points of the scan
line with the polygon edges. These intersection points are shorted from left to right. Then, we fill the
pixels between each intersection pair.

-Some scan-line intersection at polygon vertices require special handling. A scan line passing through a
vertex as intersecting the polygon twice. In this case we may or may not add 2 points to the list of
intersections, instead of adding 1 points. This decision depends on whether the 2 edges at both sides of
the vertex are both above, both below, or one is above and one is below the scan line. Only for the case if
both are above or both are below the scan line, then we will add 2 points.

-Inside-Outside Tests: The above algorithm only works for standard polygon shapes. However, for the cases
which the edges of the polygon intersects, we need to identify whether a point is an interior or exterior
point. Students may find interesting descriptions of 2 methods to solve this problem in many text books:
odd-even rule and nonzero winding number rule.
3.4 Boundary-Fill Algorithm

-This algorithm starts at a point inside a region and paint the interior outward towards the boundary.
-This is a simple method but not efficient: 1. It is recursive method which may occupy a large stack size in
the main memory.

void BoundaryFill(int x, int y, COLOR fill, COLOR boundary)


{ COLOR current;
current=GetPixel(x,y); if
(current<>boundary) and
(current<>fill) then
{ SetPixel(x,y,fill);
BoundaryFill(x+1,y,fill,boundary
);
BoundaryFill(x-1,y,fill,boundary
);
BoundaryFill(x,y+1,fill,boundary
);
BoundaryFill(x,y-1,fill,boundary
); }
}

-More efficient methods fill horizontal pixel spands across scan lines, instead of proceeding to neighboring
points.

3.5 Flood-Fill Algorithm

-Flood-Fill is similar to Boundary-Fill. The difference is that Flood-Fill is to fill an area which I not defined
by a single boundary color.

void BoundaryFill(int x, int y, COLOR fill, COLOR old_color) { if


(GetPixel(x,y)== old_color)
{ SetPixel(x,y,fill);
BoundaryFill(x+1,y,fill,boundary);
BoundaryFill(x-1,y,fill,boundary);
BoundaryFill(x,y+1,fill,boundary);
BoundaryFill(x,y-1,fill,boundary);

} }
3.6 Drawing Text

-A character is defined by its outline which is usually comoposed of lines and curves.

-We can use a method similar the one for rendering polygon to render a character
-However, because text is used very oftenly, we usually convert them into bitmaps in advance to improve the
drawing efficiency.
-To draw a character on the screen, all we need to do is to copy the corresponding bitmap to the specified
coordinate.
-The problem with this method is that scaling a character with a bitmap to produce different character sizes
would result in a block-like structures (stair-case, aliasing). Hence we normally render a few bitmaps for
a single character to represent different sizes of the same character.

3.7 Bitmap

-A graphics pattern suh as an icon or a character may be needed frequently, or may need to be reused.
-Generating the pattern every time when needed may waste a lot of processing time.
-A bitmap can be used to store a pattern and duplicate it to many places on the image or on the screen with
simple copying operations.
3.8 Properties

-In graphical output primitives, objects are normally associated with properties. Eg.

Point: color Line: width, style, color Polygon: edge color, filling color Text: font size, color, bold or not bold,
italic or not, underlined or not, etc.
In graphical packages, we can specify such properties, eg. In Powerpoint, we can modify the
properties of objects by a format command.

In programming tools, we may pass the properties as arguments when we call the functions of these
primitives, or we may pre-select the properties before calling the functions.

You might also like